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Team Fortress 2 Textures XL

Team Fortress 2 texture, TF2 texture, albedo texture map, best videogame textures, (nature, dirt, small patches of grass growing on dirt ground), (worst lighting, fullbright, no shadows)
Team Fortress 2 texture, TF2 texture, albedo texture map, best videogame textures, (nature, dirt, small patches of grass growing on dirt ground), (worst lighting, fullbright, no shadows)
Team Fortress 2 texture, TF2 texture, albedo texture map, best videogame textures, (metal wall, white metal, corrugated metal, rusty, bottom stain, orange stain), dirty, filthy, crack den, (drain, metal grate at the bottom of the wall), (worst lighting, fullbright, no shadows)
Team Fortress 2 texture, TF2 texture, albedo texture map, best videogame textures, (metal wall, white metal, corrugated metal, rusty, bottom stain, orange stain), dirty, filthy, crack den, (drain, metal grate at the bottom of the wall), (worst lighting, fullbright, no shadows)
Team Fortress 2 texture, TF2 texture, albedo texture map, best videogame textures, concrete wall, cinderblock wall, (corrugated metal sheets resting on the wall), (top stain, brown stain, dirty, filthy, crack den) (((wall with a wood window set into it, industrial window), (glass, window))), (worst lighting, fullbright, no shadows)
Team Fortress 2 texture, TF2 texture, albedo texture map, best videogame textures, concrete wall, cinderblock wall, (corrugated metal sheets resting on the wall), (top stain, brown stain, dirty, filthy, crack den) (((wall with a wood window set into it, industrial window), (glass, window))), (worst lighting, fullbright, no shadows)

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Model Description by Creator

This model was trained on 80 of Team Fortress 2's textures.

This is version 002. Version 001 isn't public yet, and I don't remember much about it, but it must have been pretty crap if I wanted to train another version before I even uploaded it.

You should generally use it with a weight of 1, although lowering the weight and letting the base model seize a little control back can actually help out a lot.

I tend to find that this LoRA gives worse base results than the SD 1.5 version, but it's a little more controllable, and mixes better with other LoRAs.

It's worth noting that most SDXL models can make pretty decent textures without needing to use any LoRA at all.

Here's a quick token glossary:

Activation Keywords

These should be at the start of every prompt.

  • Team Fortress 2 texture

  • TF2 texture

  • videogame texture

  • albedo texture map

Useful Keywords not in Dataset

  • worst lighting, fullbright, no shadows - good for making it not try to draw lighting and shadows onto your textures

Modifier Keywords

These keywords can be used to apply adjustments to your image. Results may vary wildly in quality.

  • snowy - tries to add snow to the texture - generally gives a pretty decent result

  • RED, team RED - tries to make your texture red, as in the RED team

  • BLU, team BLU - tries to make your texture blue, as in the BLU team

  • top stain - tries to add a cool stain at the top of your texture - tends to add it wherever it feels like in practice - something you can try doing is putting "((bottom stain, stain on the bottom of the wall))" in the negative prompt

  • bottom stain - same as "top stain" - also I forgot to mention, if you're using the stain keywords, consider putting "(paint, graffiti)" in your negative prompt

    • grey stain, brown stain, black stain, orange stain, rusty - different colours of stain

  • top trim - tries to separate your texture at the halfway point - in practice this will usually create wildly fucked-up results

  • bottom trim - same as "top trim"

  • top stripe, <KEYWORD> at the top of the wall - somewhat more consistent alternatives for "top trim" (even though they aren't in the dataset much!)

  • bottom stripe, <KEYWORD> at the bottom of the wall - same thing for "bottom trim"

  • subtle brush strokes - will try to add more subtle detail to your image - tends to make images a bit too flat and simple in practice

  • clean, dirty - controls how stained or stainless your image is - can have really good results whether used in positive or negative prompt, probably the most consistent modifier (except for maybe "snowy")

Categories

  • brick wall - is what it says

    • white brick, brown brick, dark brown brick - different colours of brick

  • stone wall - cobblestone, stone brick and shale walls

    • cobblestone wall, cobblestone floor, light grey cobblestone, dark grey cobblestone - different colours of cobblestone

    • yellow stone - cp_egypt's yellow stone walls - tends to create strange results due to having a very small presence in the dataset

  • cinderblock wall - there aren't really any actual cinderblock textures in TF2 so this sort of gives you a mix between brick, stone and concrete

  • concrete wall - concrete

    • concrete sheets - a specific type of wall texture - put this in the negative prompt if you're tired of seeing the same kind of concrete wall over and over again

    • concrete floor, dark concrete - more dirty, stained concrete textures - most of the images in the dataset with this keyword also have the "grey stain" keyword

  • glass, window - windows and glass panels

    • glass panel - single-panel window, generally looks really really ugly or even just doesn't generate a convincing glass panel at all - best used in the negative prompt

    • industrial window - multi-panel window, good to use as a psuedo-modifier keyword on another texture type

  • metal - corrugated walls, metal panels, drains and rollup doors

    • vertical corrugated metal, horizontal corrugated metal - different alignments - if you want vertical, it can often be better to put "horizontal corrugated metal" in the negative prompt than to put "vertical corrugated metal" in the positive prompt

    • metal panels - metal panel wall / roof, generally pretty ugly, advisable to put this in the negative prompt for most images with a "metal" keyword

    • rollup door, garage door - tries its best to create a garage door and generally fails

    • metal grate, drain - tries its best to create a drainage grate and generally fails, although the SDXL base model seems to help quite a lot - utilising this keyword was totally impossible in the SD 1.5 version of this LoRA

    • metal duct, metal vent - tries to create the wall of a ventilation duct - there's a single image for this in the dataset, so it doesn't exactly return consistent results

    • white metal, gray metal, brown metal, rusty - different colours of texture

  • nature - dirt ground, grass, gravel, snowy ground, rock walls

    • dirt, dirt ground - dirt

    • grass, grass ground - grass

    • patches of dirt, patches of grass - tries to blend some of your texture in with a bit of dirt or a bit of grass - surprisingly good results

    • gravel, gravel pile - gravel

    • brown gravel, grey gravel - alternate gravel colours

    • rock wall, cliff, quarry - various flavours of rock wall - generally, "quarry" produces crazier results and it's advisable to put it in the negative prompt

    • rock strata, rock layers - tries to blend your rock texture from one colour at the top to another at the bottom - rarely works

    • white rock, brown rock, red rock, grey rock - different colours of rock wall

  • wood - wood plank walls, weird wood walls braced with beams, medieval plaster walls with wood beams

    • horizontal wood planks, vertical wood planks - the same kinda deal as corrugated metal, where if you want one it's best to put the other in the negative prompt

    • white wood, brown wood - different colours of wood

    • wood base - the weird wood walls braced with beams I was talking about - generally best to put this in the negative prompt

    • wood beams, wood beams set into wall, medieval, european architecture - medieval-style plaster walls with visible wood beams on the outside

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